News

The long awaited v1.1.0.02 code update is now live! So many changes in this version. Below is the changelog and the download link. Hope you enjoy!

Please also keep in mind, this update will clear your settings and audits.

As always, if you find any issues or show stopper exploits with this version, please let me know so I can get them corrected. Thank you!

v1.1.0.02 – 02/21/2018 – Scott Danesi

## Bugs Fixed ##
– Fixed issue with attract frames loading 2 times on reset. This will slightly speed up the
game over reset process. Still working on making this faster. Michael Ocean is awesome.
– Fixed small video lag at beginning of first ball in the Welcome to the Future animation.
– Removed log file issues with bonus and PNG headers (not anything anyone cares about besides me)
– Significant video performance enhancements.
– Fixed bugs in Ball Search functionality.
– Fixed hard crash when trying to do a quick restart during the bonus count.
– Fixed bug where angry player can tilt out the next player too easily.
– Cleaned up unnecessary Ballsearch log error.
– Fixed Secret Skillshot exploit.
– Fixed attract mode ballsearch so it will not keep cycling if a player is too impatient for the balls to reset and drain.
– Fixed log error when saving data files to disk.
– Fixed tilt issue where prior player tilts after bonus.
– Jackpot lightshows improved.
– Shaker now enabled and disabled properly without machine restart.
– Shaker issue when starting mystery now disables properly.
– Destroy Reactor ballsave now active when multiball is running as well.
– Fixed Avg Ball Time Calculation.
– Fixed Avg Score Calculation.
– Fixed Avg Game Time Calculation.
– Changed Coin Drop notification font.
– Updated drop target handling logic to prevent balls from getting stuck in right scoop under specific conditions.
– Fixed some other misc font issues.
– Fixed flickering GI when lane changing the skillshot.
– Fixed coin drop issue for coins with a value larger than a single credit.

## Features Added / Modifications ##
– Significant changes to asset loading resulting is quicker boot times
– Super jackpot will now add a ball into play for up to a 4 ball multiball! This also enables up to 4x playfield multipliers. Indicated with white colored flashing ball lock inserts.
– Add A Ball is limited to 1 ball added per multiball.
– Destroyed reactors now score 1 point each to store the player’s progress in the last digit of their score. Match will ignore this last digit and treat it like a 0. For example, if a player earns 100,000 points and destroys 2 reactors their score would be 100,002.
– Reworking of display animations and notifications to clean up a bunch of things.
– Lock Quickshot display and scoring updates.
– Skillshot now displays score values when awarded.
– Adjusted orbit timer from 5 seconds to 3 seconds.
– Set default coil power settings to Bryan Kelly recommended settings, so you may want to update these after the update. 😀
– Bonus now includes bonus total at end of bonus count. Also new lightshow and sound for that.
– Remastered music from the Total Nuclear Annihilation Album has been updated on the game. Also other various audio has been remastered throughout the game.
– Last game scores are now saved and recalled after a hard reboot of the game on the numeric displays. This was needed in case there was a display error that requires a machine restart so the scores are preserved.
– Locking a ball now awards 20k points.
– All LED test now can stop on specific colors when pressing the enter or start button.
– Jackpot Drop Reset Seconds is now configurable in the service menu.
– Secret Skillshot now awards a default time ball save, but allows multiple saves for the entire save time. Awesome.
– Add A Ball now enables default multiball ballsave.
– Reduced overall RAM usage of PC significantly.
– Early ball save added for cashing in a ball save on an outlane.
– Added drop target test in service mode.
– Added warning message on the display if drop target error is detected by the system.
– Added Free Game Percent to Coin Op Audits.
– Upper rollovers now advance reactor value and award a reactor shot when started.
– Added a few things to Mystery Mode
– New Tilt warning sound. Replaced the public domain missile siren with custom effect.
– Mystery awards are now stackable, meaning you can light mystery more than once and the game will keep track of it for you and you can cash it is by hitting the scoop multiple times.
– Ball save timer setting added to the add-a-ball ball save (separate from the standard ball save).
– Reactor Keypad now more evenly distributes spotted targets when targeting a new reactor.
– Ball saver will now pause for mystery award and reactor starting.
– Replay award can be selectable between Credit or Extra Ball.
– Multiball ball saver will now only save the first 3 balls drained.
– Reactor inserts now glow Orange when targeted indicating Extra Ball when applicable
– Tilt switch sensitivity added to service menu.
– Last scores now show on the LCD after game over.
– Can now scroll through the individual high score categories in attract mode.
– Music Test now tests ALL reactors. 🙂

By popular demand, the FLAC (Free Lossless Audio Codec) audio files are now available for purchase for the “Total Nuclear Annihilation” album! The album will still be hitting all of the streaming services for free on Friday January 26th, 2018.

I have also made a few other of my albums available on the Music Production page of my website.

Just wanted to throw this out there that the Total Nuclear Annihilation Soundtrack is now available on a limited run cassette at Pinball Life. The Cassette will also be at the Spooky and Double Danger booths at upcoming pinball shows.

The digital version of all the music will be available on all the streaming services at the end of the month in case you don’t have a cassette player.

All music was written by myself (Scott Danesi) and the artwork for the cassette was done by Matt Andrews (the original artist for the game).

Here is another one! This is a decent sized update for Total Nuclear Annihilation. Many bug fixes and new features were added. Please see the changelog below for a detailed list.

Changelog:

## Bugs Fixed ##
– Spelling error for Extra Ball Reactor settings in service menu fixed
– Fixed bug where ball could get stuck behind a drop target if multiball ends at the same time
the ball gets stuck.
– Fixed flipper hold booster level bug
– Bonus credits are not stored as service credits anymore
– Replay was auto-adjusting fixed type replays, this is now corrected
– Burn in properly shuts down when exiting service mode
– Base display blanking issues fixed
– Fixed extra ball numeric display glitch issue
– Fixed issue with orbits not lighting correctly all of the time on alternation
– Fixed Extra Ball percent calculation
– Fixed D Target when it would sometimes flash double the speed of the other Critical kill targets

## Features Added / Modifications ##
– System Date/Time adjustment added to the Utilities menu in the service mode (for accurate timestamps)
– Core stand-up targets will max out reactor value if completed in order
– Shaker intensity setting added to service menu
– Massive shaker motor integration improvement
– Tilt debounce now more configurable and renamed to Tilt Bob Settle Time ms
– Added Total Coin Count to Audits
– Knocker now fires when extra ball is earned and configurable in service menu
– Bonus credits tracked separately in game audits
– Small lighting updates
– Added attract mode ball search timeout as to not unnecessarily heat up any coils if switches fail
– New Mystery Award – Light Locks only when locks are not lit
– Added initial support for interactive lighted speaker grills
– Jackpot point value displays immediately when Jackpot is earned
– Added support for failed or flaky drop target switches
– Short ball save added when reactor destroyed, can be turned off in service menu
– Secret Skillshot added (adds additional time on ballsaver and 40,000 points)
– Added shoot again text on the LCD, I forgot to add this originally

Another code update has been finalized for Total Nuclear Annihilation. This one is mostly a bug fix and enhancement update for our early operators. Enjoy!

Changelog:
v1.0.5 – 10/20/2017 – Scott Danesi WIP

## Bugs Fixed ##
– Eject scoop ballsave now not active during multiball (this was a multiball exploit)
– Adjustments to pre-loaded assets for faster booting
– Added fix for stability issues when game is played consistently for 9+ hours
– Fixed display issue which would sometimes show a black screen when reactor is started

## Features Added / Modifications ##
– Burn in test added to the service menu
– Moved Coin Op audits to their own category
– Renamed ‘Games Started’ to ‘Rounds Started’ to make it less confusing
– Added Service credits functionality by pressing the exit button in attract mode or gameplay which
is tracked separately in the coin op audits.

Hey there everyone. I am excited to share the first official bug fix code update for TNA since production has started. v1.0.3 fixes a number of little things that people have been finding with the game. Link and changelog are below.

Changelog:
v1.0.3 – 10/1/2017 – Scott Danesi

## Bugs Fixed ##
– Knocker coil strength did not go low enough
– Skeletongame framework update to fix issue with crashing after entering service mode during end of game
– Bonus multiplier lights refresh correctly now
– Left targets that light mystery award are now showing up correctly
– Fixed weird lighting behavior when bonus multiplier increased
– Double danger mystery award now cycles properly
– Fixed issue where match was not always flashing the numeric displays upon awarding
– Ballsave now activates at the proper time when awarded by mystery and start reactor is stacked along with mystery mode
– Failed ball lock attempts will no longer mess up the locking procedure under rare set of conditions
– Logging now shows errors only

Going forward, the code updates and changelog will be posted here and at www.spookypinball.com. As always, please let me know if you encounter any issues with your software and I will look into a fix for the next release. Thank you!!

By now you may have seen the post by Spooky Pinball where we revealed the final artwork for Total Nuclear Annihilation. I am so happy with how this whole thing turned out and the artist, Matt Andrews, captured what I was going for in this game. Below, you will find the images that Spooky shared along with some other glamour shots not yet seen! 🙂 Enjoy

Also, for fun, since you guys could not see the backglass very well, below are a couple pictures of parts of the digital copy. Enjoy!

Full Backglass:

The version of the backglass shown last night on the Dead Flip stream was a version without cutouts for score displays. We made this one first in case we could not use these displays in production, but I fully expect them not to be cut out of the production game.

Just a friendly reminder that Total Nuclear Annihilation will be at the Multimorphic booth this weekend at the Texas Pinball Festival in Frisco, TX! Come by, say hi, and play the game. I am good for free high fives if you need one. See you there!